MONEYCALL [Hood/GangRP]
A Roblox experience owned by Radiant Design.
RoleplayENGang RoleplayCrime SimulationOpen World
MONEYCALL [Hood/GangRP] is a roleplay experience created on 2025-02-14. It has recorded 1,174,946 lifetime visits and 33,062 favorites. The game holds a 77% like percentage. Currently, zero users are playing. The experience features mechanics involving money printing, housing, and vehicle usage within a criminal underworld setting.
Description (written by the developer; not a statement by this register)
MONEYCALL is a hood game based off of GTA and DarkRP. You are not forced to RP in character. You are free to be uniquely you and carve out a name for yourself in the streets of Redwood City. ---------- Money. Guns. Cars. Houses. Printers. Trash Bins?! The criminal underworld of Redwood City calls for a new top dog. Will you rise to the challenge? 💵 Start a money printing Empire 🏠 Build a beautiful house 🔪 Raid others for their cash 🚘 Drive awesome cars and flex on others ♻ Collect trash for money Warning: You drop your guns on death (besides Glock per session) PRESS [F] TO GET OUT OF DRIVE SEAT OF VEHICLES! Hood, Gang Wars, Lootboxes, Survival, RPG, Combat, Euphoria, Action, Street Life, Da Hood, RNG, Unboxing, Glock, Switches, Mobile, Dracos, Hood games, Rp, Ps4, Glocks, Ps5, Roleplay, Xbox, Guns
Last updated by the developer 6 Aug 2026, 23:35 UTC.
Live players over time
Growth
Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 10 Aug 2026, 19:37 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization — game passes
Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.
Badge funnel
How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.
Like ratio over time
Growth
| Measured (UTC) | % liked | Change |
|---|---|---|
| 24 Aug 2026, 14:17 | 77 | no change |
| 14 Aug 2026, 14:16 | 77 | first reading |
Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.